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								.idea/InfoProjekt.xlsx
									
										
									
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										44
									
								
								.idea/ideas.txt
									
										
									
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						|  | @ -1,44 +0,0 @@ | ||||||
| Anmerkungen in Klammern |  | ||||||
|     ?       - unsicher |  | ||||||
|     name?   - Name noch unklar, bzw. steht zur Diskussion |  | ||||||
|     !       - festgelegt / Einigung |  | ||||||
| 
 |  | ||||||
| Game: |  | ||||||
|     Rogue-like Game mit Story |  | ||||||
|     Pixel |  | ||||||
| 
 |  | ||||||
|     viele Gegner: |  | ||||||
|         Skelette        Schwert |  | ||||||
|         Zombies         Knüppel |  | ||||||
|         Ratten          - |  | ||||||
|         Kröten(?)       - |  | ||||||
|         Gläubige(?)     Bogen / Schwert |  | ||||||
| 
 |  | ||||||
| Story: |  | ||||||
|     Theme |  | ||||||
|         mittelalterlich(?) |  | ||||||
|         fairy-tale-like(?) |  | ||||||
|         medieval(!) |  | ||||||
| 
 |  | ||||||
|     Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter. |  | ||||||
|         er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo |  | ||||||
|         findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig |  | ||||||
|         -> Erwacht als magische Person in magischer Welt wieder |  | ||||||
|             Buch dient als Skillbaum (verschiedene Kapitel) |  | ||||||
|                 Kampfmagier (name?) |  | ||||||
|                 Heilender Magier -> Priester(name?) |  | ||||||
|                 Elementmagier(?) |  | ||||||
|                 Hexenkraft / Hexenwerke / Hexenmagie / Flüche (?) |  | ||||||
|         Kampf |  | ||||||
|             Faust |  | ||||||
|             Zauberstab - range und strength von Skills und Level(?) abhängig |  | ||||||
|                  |  | ||||||
|     NPCS |  | ||||||
|         Priester / Mönch (eher Mönch) |  | ||||||
|         Henker |  | ||||||
|         armer Bauer |  | ||||||
|         "Hexe" |  | ||||||
| 
 |  | ||||||
|     Ziel(e) |  | ||||||
|         -> Zurückkommen |  | ||||||
|         -> Happy werden (?) |  | ||||||
							
								
								
									
										53
									
								
								READ.ME
									
										
									
									
									
								
							
							
						
						|  | @ -1,53 +0,0 @@ | ||||||
| Brief Explanation of all files and classes and pygame |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| Button CLass: |  | ||||||
| Button(position_x, position_y, width, height, font key phrase/word (see dictionary), the function which should be executed, and if the function should be executed while holding the button or only once per press) |  | ||||||
| 
 |  | ||||||
| fonts = { |  | ||||||
|     'medieval': 'medieval.ttf', |  | ||||||
|     'minecraft': 'Minecraft Evenings.otf', |  | ||||||
|     '3dpixel': '3D-Pixel.ttf', |  | ||||||
|     '8bit': '8bitlim.ttf', |  | ||||||
|     '8bito': '8blimro.ttf', |  | ||||||
|     'arcade': 'ARCADECLASSIC.ttf', |  | ||||||
|     'modern_game': 'astron boy video.otf', |  | ||||||
|     'modern': 'astron boy.otf', |  | ||||||
|     'wonder': 'Beyond Wonderland.ttf', |  | ||||||
|     'curved': 'Digitag.ttf', |  | ||||||
|     'simple': 'DisposableDroidBB.ttf', |  | ||||||
|     'rounded': 'dpcomic.ttf', |  | ||||||
|     'playfull': 'Endalian Script.ttf', |  | ||||||
|     'blocky': 'FREAKSOFNATURE.ttf', |  | ||||||
|     'catchy': 'Future TimeSplitters.otf', |  | ||||||
|     'simple_wide': 'Halo3.ttf', |  | ||||||
|     'simple_fat': 'INVASION2000.ttf', |  | ||||||
|     'very_gamy': 'ka1.ttf', |  | ||||||
|     'simple_round': 'Karma Suture.otf', |  | ||||||
|     'mono': 'manaspc.ttf', |  | ||||||
|     'damaged': 'Merchant Copy.ttf', |  | ||||||
|     'big_natural': 'MorialCitadel.TTF', |  | ||||||
|     'spacy': 'nasalization-rg.otf', |  | ||||||
|     'sci-fi': 'neuropol.otf', |  | ||||||
|     'hollow_big_edge': 'papercut.ttf', |  | ||||||
|     'space_shuttle': 'pdark.ttf', |  | ||||||
|     'thin': 'PixelFJVerdana12pt.ttf', |  | ||||||
|     'random': 'Seattle Avenue.ttf', |  | ||||||
|     'pixel': 'yoster.ttf' |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| Pygame window: (0, 0) is in the top left corner, the height and width are stored in HEIGHT and WIDTH |  | ||||||
| 
 |  | ||||||
| GameObjects for rooms, scenes and maybe MorialCitadel |  | ||||||
| 
 |  | ||||||
| Scene: |  | ||||||
|     type - normal, dungeon, cutscene |  | ||||||
|     objects - contain rooms, npcs, mobs, the character etc. |  | ||||||
| 
 |  | ||||||
| Room: |  | ||||||
|     type - normal, shop, special (?), boss |  | ||||||
|     objects - npcs, mobs, the character etc. |  | ||||||
|     exits - position of exits --> [top:bool, right:bool, down:bool, left:bool]; 1 to 4 exits per room |  | ||||||
|     locked - bool if the room is unlocked; locked upon first entering unless all mobs are dead |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| Before Width: | Height: | Size: 738 B | 
| Before Width: | Height: | Size: 544 B | 
| Before Width: | Height: | Size: 629 B | 
| Before Width: | Height: | Size: 724 B | 
| Before Width: | Height: | Size: 703 B | 
| Before Width: | Height: | Size: 651 B | 
| Before Width: | Height: | Size: 706 B | 
| Before Width: | Height: | Size: 694 B | 
| Before Width: | Height: | Size: 731 B | 
| Before Width: | Height: | Size: 719 B | 
| Before Width: | Height: | Size: 657 B | 
| Before Width: | Height: | Size: 974 B | 
| Before Width: | Height: | Size: 808 B | 
| Before Width: | Height: | Size: 38 KiB | 
| Before Width: | Height: | Size: 654 B | 
| Before Width: | Height: | Size: 2.3 MiB | 
| Before Width: | Height: | Size: 644 B | 
							
								
								
									
										160
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,160 +0,0 @@ | ||||||
| import pygame |  | ||||||
| 
 |  | ||||||
| pygame.font.init() |  | ||||||
| fonts = { |  | ||||||
|     'medieval': 'medieval.ttf', |  | ||||||
|     'minecraft': 'Minecraft Evenings.otf', |  | ||||||
|     '3dpixel': '3D-Pixel.ttf', |  | ||||||
|     '8bit': '8bitlim.ttf', |  | ||||||
|     '8bito': '8blimro.ttf', |  | ||||||
|     'arcade': 'ARCADECLASSIC.ttf', |  | ||||||
|     'modern_game': 'astron boy video.otf', |  | ||||||
|     'modern': 'astron boy.otf', |  | ||||||
|     'wonder': 'Beyond Wonderland.ttf', |  | ||||||
|     'curved': 'Digitag.ttf', |  | ||||||
|     'simple': 'DisposableDroidBB.ttf', |  | ||||||
|     'rounded': 'dpcomic.ttf', |  | ||||||
|     'playfull': 'Endalian Script.ttf', |  | ||||||
|     'blocky': 'FREAKSOFNATURE.ttf', |  | ||||||
|     'catchy': 'Future TimeSplitters.otf', |  | ||||||
|     'simple_wide': 'Halo3.ttf', |  | ||||||
|     'simple_fat': 'INVASION2000.ttf', |  | ||||||
|     'very_gamy': 'ka1.ttf', |  | ||||||
|     'simple_round': 'Karma Suture.otf', |  | ||||||
|     'mono': 'manaspc.ttf', |  | ||||||
|     'damaged': 'Merchant Copy.ttf', |  | ||||||
|     'big_natural': 'MorialCitadel.TTF', |  | ||||||
|     'spacy': 'nasalization-rg.otf', |  | ||||||
|     'sci-fi': 'neuropol.otf', |  | ||||||
|     'hollow_big_edge': 'papercut.ttf', |  | ||||||
|     'space_shuttle': 'pdark.ttf', |  | ||||||
|     'thin': 'PixelFJVerdana12pt.ttf', |  | ||||||
|     'random': 'Seattle Avenue.ttf', |  | ||||||
|     'pixel': 'yoster.ttf' |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| class Button(): |  | ||||||
|     def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False): |  | ||||||
|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) |  | ||||||
|         self.x = x |  | ||||||
|         self.y = y |  | ||||||
|         self.width = width |  | ||||||
|         self.height = height |  | ||||||
|         self.onclickFunction = onclickFunction |  | ||||||
|         self.onePress = onePress |  | ||||||
|         self.alreadyPressed = False |  | ||||||
| 
 |  | ||||||
|         with open('art/images/textbox.png', 'r') as tb: |  | ||||||
|             self.box = pygame.image.load(tb) |  | ||||||
|             self.box = pygame.transform.scale(self.box, (width, height)) |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
|         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) |  | ||||||
| 
 |  | ||||||
|         self.buttonSurf = self.font.render(buttonText, True, '#baab80') |  | ||||||
| 
 |  | ||||||
|     def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT): |  | ||||||
|         mousePos = pygame.mouse.get_pos() |  | ||||||
|         if self.buttonRect.collidepoint(mousePos): |  | ||||||
|             if pygame.mouse.get_pressed(num_buttons=3)[0]: |  | ||||||
|                 if self.onePress: |  | ||||||
|                     self.onclickFunction() |  | ||||||
|                 elif not self.alreadyPressed: |  | ||||||
|                     if 'play' in str(self.onclickFunction): |  | ||||||
|                         self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                         self.alreadyPressed = True |  | ||||||
|                     else: |  | ||||||
|                         self.onclickFunction() |  | ||||||
|                         self.alreadyPressed = True |  | ||||||
|             else: |  | ||||||
|                 self.alreadyPressed = False |  | ||||||
|         self.box.blit(self.buttonSurf, [ |  | ||||||
|             self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, |  | ||||||
|             self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 |  | ||||||
|         ]) |  | ||||||
|         screen.blit(self.box, self.buttonRect) |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class DropDown(): |  | ||||||
|     def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): |  | ||||||
|         self.rect = pygame.Rect(x, y, width, height) |  | ||||||
|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) |  | ||||||
|         self.main = main |  | ||||||
|         self.options = options |  | ||||||
|         self.draw_menu = False |  | ||||||
|         self.menu_active = False |  | ||||||
|         self.active_option = -1 |  | ||||||
| 
 |  | ||||||
|         with open('art/images/textbox.png', 'r') as tb: |  | ||||||
|             self.box = pygame.image.load(tb) |  | ||||||
|             self.box = pygame.transform.scale(self.box, (width, height)) |  | ||||||
| 
 |  | ||||||
|     def draw(self, screen): |  | ||||||
|         #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) |  | ||||||
|         surface = self.font.render(self.main, 1, (0, 0, 0)) |  | ||||||
|         self.box.blit(surface, [ |  | ||||||
|             self.rect.width/2 - surface.get_rect().width/2, |  | ||||||
|             self.rect.height/2 - surface.get_rect().height/2 |  | ||||||
|         ]) |  | ||||||
|         screen.blit(self.box, surface.get_rect(center = self.rect.center)) |  | ||||||
| 
 |  | ||||||
|         if self.draw_menu: |  | ||||||
|             for i, text in enumerate(self.options): |  | ||||||
|                 rect = self.rect.copy() |  | ||||||
|                 rect.y += (i+1) * self.rect.height |  | ||||||
|                 rect.x = self.rect.x |  | ||||||
|                 #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) |  | ||||||
|                 #msg = self.font.render(text, 1, (0, 0, 0)) |  | ||||||
|                 #screen.blit(msg, msg.get_rect(center = rect.center)) |  | ||||||
|                 surface = self.font.render(text, 1, (0, 0, 0)) |  | ||||||
|                 self.box.blit(surface, [ |  | ||||||
|                     rect.width/2 - surface.get_rect().width/2, |  | ||||||
|                     rect.height/2 - surface.get_rect().height/2 |  | ||||||
|                 ]) |  | ||||||
|                 screen.blit(self.box, rect) |  | ||||||
| 
 |  | ||||||
|     def update(self, event_list): |  | ||||||
|         mpos = pygame.mouse.get_pos() |  | ||||||
|         self.menu_active = self.rect.collidepoint(mpos) |  | ||||||
|         self.active_option = -1 |  | ||||||
|         for i in range(len(self.options)): |  | ||||||
|             rect = self.rect.copy() |  | ||||||
|             rect.y += (i+1) * self.rect.height |  | ||||||
|             if rect.collidepoint(mpos): |  | ||||||
|                 self.active_option = i |  | ||||||
|                 break |  | ||||||
| 
 |  | ||||||
|         if not self.menu_active and self.active_option == -1: |  | ||||||
|             self.draw_menu = False |  | ||||||
|         #self.draw_menu = True |  | ||||||
|         #return -1 |  | ||||||
|         if pygame.mouse.get_pressed(num_buttons=3)[0]: |  | ||||||
|             if self.menu_active: |  | ||||||
|                 self.draw_menu = not self.draw_menu |  | ||||||
|             elif self.draw_menu and self.active_option >= 0: |  | ||||||
|                 self.draw_menu = False |  | ||||||
|                 return self.active_option |  | ||||||
|         return -1 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class GameObjects(): |  | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list) -> None: |  | ||||||
|         self.name = name |  | ||||||
|         self.type = _type |  | ||||||
|         self.background = bg |  | ||||||
|         self.objects = objects |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Scene(GameObjects): |  | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list) -> None: |  | ||||||
|         super().__init__(name, _type, bg, objects) |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Room(GameObjects): |  | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None: |  | ||||||
|         super().__init__(name, _type, bg, objects) |  | ||||||
|         self.exits = exits |  | ||||||
|         if self.type == 'normal' or self.type == 'boss': |  | ||||||
|             self.locked = True |  | ||||||
|         else: |  | ||||||
|             self.locked = False |  | ||||||
|  | @ -1,7 +0,0 @@ | ||||||
| { |  | ||||||
|     "screen": |  | ||||||
|     { |  | ||||||
|         "res":[1280, 720], |  | ||||||
|         "fullscreen": false |  | ||||||
|     } |  | ||||||
| } |  | ||||||
							
								
								
									
										
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								fonts/Halo3.ttf
									
										
									
									
									
								
							
							
						
						
							
								
								
									
										
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								fonts/yoster.ttf
									
										
									
									
									
								
							
							
						
						
							
								
								
									
										22
									
								
								ideas.txt
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -0,0 +1,22 @@ | ||||||
|  | Game: | ||||||
|  |     Rogue-like Game mit Story | ||||||
|  |     Pixel | ||||||
|  | 
 | ||||||
|  |     viele Gegner: | ||||||
|  |         Skelette | ||||||
|  |         Zombies | ||||||
|  | 
 | ||||||
|  | Story: | ||||||
|  |     Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter. | ||||||
|  |         er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo | ||||||
|  |         findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig | ||||||
|  |         -> Erwacht als magische Person in magischer Welt wieder | ||||||
|  |             Buch dient als Skillbaum (verschiedene Kapitel) | ||||||
|  |                 Kampfmagier | ||||||
|  |                 Heilender Magier -> Priester? | ||||||
|  |                 Elementmagier(?) | ||||||
|  |                 maybe noch irgendwas 4. | ||||||
|  | 
 | ||||||
|  |     Ziel(e) | ||||||
|  |         -> Zurückkommen | ||||||
|  |         -> Happy werden (?) | ||||||
							
								
								
									
										147
									
								
								main.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,147 +0,0 @@ | ||||||
| import pygame |  | ||||||
| import sys |  | ||||||
| import json |  | ||||||
| import time |  | ||||||
| from classes import * |  | ||||||
| from viecher import * |  | ||||||
| fps = 60 |  | ||||||
| 
 |  | ||||||
| def setUp(config): |  | ||||||
|     pygame.init() |  | ||||||
|     if config["fullscreen"]: |  | ||||||
|         screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) |  | ||||||
|     else: |  | ||||||
|         screen = pygame.display.set_mode(config["res"]) |  | ||||||
|     clock = pygame.time.Clock() |  | ||||||
|      |  | ||||||
|     return screen, clock, True, True, "start.png", [] |  | ||||||
| 
 |  | ||||||
| def readConfig(): |  | ||||||
|     with open('config.json', 'r') as c: |  | ||||||
|         json_data = c.read() |  | ||||||
|     return json.loads(json_data) |  | ||||||
| 
 |  | ||||||
| def quitGame(): |  | ||||||
|     #save progress somehow, if needed |  | ||||||
|     pygame.quit() |  | ||||||
|     quit() |  | ||||||
| 
 |  | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): |  | ||||||
|     objects = [] |  | ||||||
|     objects.append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50)) |  | ||||||
|     while running: |  | ||||||
|         screen.fill('#000000') |  | ||||||
|         events = pygame.event.get() |  | ||||||
|         for event in events: |  | ||||||
|             if event.type == pygame.QUIT: |  | ||||||
|                 quitGame() |  | ||||||
|         # RENDER YOUR GAME HERE |  | ||||||
|         """with open(background, 'r') as i: |  | ||||||
|             bg = pygame.image.load(i) |  | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |  | ||||||
|         # fill the screen with an image to clear the screen |  | ||||||
|         screen.blit(bg, (0, 0)) |  | ||||||
| """  |  | ||||||
|         for obj in objects: |  | ||||||
|             obj.update(pygame.key.get_pressed()) |  | ||||||
|             obj.draw(screen) |  | ||||||
|         # flip() the display to put your work on screen |  | ||||||
|         pygame.display.flip() |  | ||||||
| 
 |  | ||||||
|         clock.tick(fps)  # limits FPS to 60 |  | ||||||
| 
 |  | ||||||
| def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): |  | ||||||
|     objects = [] |  | ||||||
|     # List that is displayed while selecting the window resolution level  |  | ||||||
|     resolution = [("1920x1080", "1920x1080"),  |  | ||||||
|                   ("1920x1200", "1920x1200"),  |  | ||||||
|                   ("1280x720", "1280x720"),  |  | ||||||
|                   ("2560x1440", "2560x1440"),  |  | ||||||
|                   ("3840x2160", "3840x2160")] |  | ||||||
|      |  | ||||||
|     # This function displays the currently selected options  |  | ||||||
| 
 |  | ||||||
|     def printSettings():  |  | ||||||
|         print("\n\n")  |  | ||||||
|         # getting the data using "get_input_data" method of the Menu class  |  | ||||||
|         settingsData = settings.get_input_data()  |  | ||||||
| 
 |  | ||||||
|         for key in settingsData.keys():  |  | ||||||
|             print(f"{key}\t:\t{settingsData[key]}")  |  | ||||||
|      |  | ||||||
|     while running: |  | ||||||
|         for event in pygame.event.get(): |  | ||||||
|             if event.type == pygame.QUIT: |  | ||||||
|                 running = False  |  | ||||||
|         # RENDER YOUR GAME HERE |  | ||||||
|         with open(background, 'r') as i: |  | ||||||
|             bg = pygame.image.load(i) |  | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |  | ||||||
|         # fill the screen with an image to clear the screen |  | ||||||
|         screen.blit(bg, (0, 0)) |  | ||||||
|         for obj in objects: |  | ||||||
|             obj.process(screen) |  | ||||||
| 
 |  | ||||||
|         # flip() the display to put your work on screen |  | ||||||
|         pygame.display.flip() |  | ||||||
| 
 |  | ||||||
|         clock.tick(60)  # limits FPS to 60 |  | ||||||
| 
 |  | ||||||
| def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): |  | ||||||
|     objects = [] |  | ||||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play)) |  | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu)) |  | ||||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) |  | ||||||
|     while running: |  | ||||||
|         for event in pygame.event.get(): |  | ||||||
|             if event.type == pygame.QUIT: |  | ||||||
|                 running = False |  | ||||||
|                 quitGame() |  | ||||||
|         # RENDER YOUR GAME HERE |  | ||||||
|         with open(f'art/images/{background}', 'r') as i: |  | ||||||
|             bg = pygame.image.load(i) |  | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |  | ||||||
|         # fill the screen with an image to clear the screen |  | ||||||
|         screen.blit(bg, (0, 0)) |  | ||||||
|         for obj in objects: |  | ||||||
|             obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
| 
 |  | ||||||
|         # flip() the display to put your work on screen |  | ||||||
|         pygame.display.flip() |  | ||||||
| 
 |  | ||||||
|         clock.tick(60)  # limits FPS to 60 |  | ||||||
| 
 |  | ||||||
| def main(): |  | ||||||
|     config = readConfig() |  | ||||||
|     screen, clock, running, isblack, background, objects = setUp(config["screen"]) |  | ||||||
|     WIDTH, HEIGHT = screen.get_size() |  | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) |  | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) |  | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) |  | ||||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|     """while running: |  | ||||||
|         for event in pygame.event.get(): |  | ||||||
|             if event.type == pygame.QUIT: |  | ||||||
|                 running = False  |  | ||||||
|         #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|         if not isblack: |  | ||||||
|             with open(background, 'r') as i: |  | ||||||
|                 bg = pygame.image.load(i) |  | ||||||
|                 bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |  | ||||||
|             # fill the screen with a color to wipe away anything from last frame |  | ||||||
|             screen.blit(bg, (0, 0)) |  | ||||||
| 
 |  | ||||||
|         # RENDER YOUR GAME HERE |  | ||||||
| 
 |  | ||||||
|         else: |  | ||||||
|             for obj in objects: |  | ||||||
|                 obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|         # flip() the display to put your work on screen |  | ||||||
|         pygame.display.flip() |  | ||||||
| 
 |  | ||||||
|         clock.tick(60)  # limits FPS to 60""" |  | ||||||
| 
 |  | ||||||
|     pygame.quit() |  | ||||||
| 
 |  | ||||||
| if __name__ == '__main__': |  | ||||||
|     main() |  | ||||||
							
								
								
									
										
											BIN
										
									
								
								test.png
									
										
									
									
									
								
							
							
						
						| Before Width: | Height: | Size: 529 KiB | 
							
								
								
									
										56
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,56 +0,0 @@ | ||||||
| import pygame |  | ||||||
| fps = 60 |  | ||||||
| 
 |  | ||||||
| class Character(): |  | ||||||
|     def __init__(self, name, ms, sprite) -> None: |  | ||||||
|         self.name = name |  | ||||||
|         self.speed = ms |  | ||||||
|         with open(f'art/images/{sprite}') as i: |  | ||||||
|             self.sprite = pygame.image.load(i) |  | ||||||
|         self.x = 524 |  | ||||||
|         self.y = 524 |  | ||||||
|         self.hidden = False |  | ||||||
| 
 |  | ||||||
|         self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) |  | ||||||
|      |  | ||||||
|     def draw(self, screen): |  | ||||||
|         if self.hidden: |  | ||||||
|             return |  | ||||||
|         self.rect.x, self.rect.y = self.x, self.y |  | ||||||
|         screen.blit(self.sprite, self.rect) |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class NPC(Character): |  | ||||||
|     pass |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Fighter(Character): |  | ||||||
|     def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None: |  | ||||||
|         super().__init__(name, ms, sprite) |  | ||||||
|         self.health = health |  | ||||||
|         self.damage = damage |  | ||||||
|         self.level = level |  | ||||||
|         self.attack_speed = asp |  | ||||||
|         self.attack_range = atr |  | ||||||
| 
 |  | ||||||
| class MainCharacter(Fighter): |  | ||||||
|     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, health, damage, level, asp, atr) |  | ||||||
|         self.attack_spell = weapon |  | ||||||
|         self.shield_spell = shield |  | ||||||
|         self.talking = False |  | ||||||
| 
 |  | ||||||
|     def update(self, keys): |  | ||||||
|         if keys[pygame.K_w]: |  | ||||||
|             self.y -= self.speed / fps |  | ||||||
|         if keys[pygame.K_a]: |  | ||||||
|             self.x -= self.speed / fps |  | ||||||
|         if keys[pygame.K_s]: |  | ||||||
|             self.y += self.speed / fps |  | ||||||
|         if keys[pygame.K_d]: |  | ||||||
|             self.x += self.speed / fps |  | ||||||
| 
 |  | ||||||
| class Mobs(Fighter): |  | ||||||
|     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, health, damage, level, asp, atr) |  | ||||||
|         self.drops = drops * (self.level / 2) |  | ||||||